Dalaran Heist Warrior Guide

This guide is designed to aid you in your adventures through The Dalaran
Heist. It goes into great detail regarding Treasure and Bucket choices when
it comes to playing the Warrior Henchman, Mr. Chu, to help you make optimal
choices in creating a deck throughout The Dalaran Heist chapters.

Overview

The Warrior class is represented by the Henchman Mr. Chu. You will begin
with the Armor Up! Hero Power and a 10 card starter deck. Once you
begin using the Warrior class in The Dalaran Heist, you will begin unlocking
new Warrior Hero Powers and starter decks for you future runs.

2.

Hero Powers

Each class has 3 available Hero Powers that can be chosen at the start of
a run.

The Armor Up! Hero Power is the base Warrior Hero Power used on your
first Warrior run and is a Bad Hero Power as it offers no interaction
with the board or the game.

The Invigorating Brew Hero Power is unlocked by damaging a total of 100
minions with Warrior in The Dalaran Heist and is an Excellent as
it can be used to remove enemy minions or buff friendly ones.

The Undermine Hero Power is unlocked after gaining Armor a total
of 50 times with Warrior in The Dalaran Heist and is considered a Bad Hero
Power as the Hero Power provides no interaction with the board, much like
Armor Up!

3.

Starting Decks

After you have chosen your Hero Power, you will be able to choose from 1 of
4 10-card starting decks. Initially, you will only be able to choose from one
deck, but you will unlock more in your future runs as you defeat bosses with
the Warrior class.

3.1.

Tough Crowd

Tough Crowd is the default Warrior starting deck. Weapons, Armor, and
Enrage minions it contains make it a Good deck choice. It consists of the
following 10 cards:

Burning Fury

Burning Fury is the second Warrior starting deck and can be unlocked after
defeating 5 bosses with the Warrior class. It is a Good starting deck
that is built around Dragons and Rush minions and contains the following 10 cards:

Boomin'

Boomin' is the third Warrior starting deck and can be unlocked after
defeating 10 bosses with the Warrior class. It is an Average starting choice
themed around Bombs and Mechs and consists of the
following 10 cards:

Random Warrior Deck

The option to have a Random 10-card Warrior Deck to begin with can be unlocked
after defeating 15 bosses with the Warrior class. The cards chosen are completely
random and offer little to no synergy. The starting deck is a Bad choice
and should only be chosen if you want a challenge.

4.

Treasures

After defeating the 1st, 3rd, 5th, and 7th boss in a Dalaran Heist run, you will
get to choose 1 of 3 random powerful Treasure cards that you can add
to your deck. The Treasures after the 1st and 5th boss will offer passive
effects and the Treasures offered after the 3rd and 7th bosses will be
powerful playable cards that you can add to your deck.

The tables below contain a list of all the possible Treasures and Passive
effects available and give them a
general rating as to how good they are for the Warrior class. The
comments give further details as to how and why the Treasures are good in
addition to some of the Card Buckets that they have good synergies with.

4.1.

Treasure Cards

Treasure

Rating

Comments

Dreamgrove Ring

Excellent

Dreamgrove Ring itself has quite a high variance in results. However,
summoning 5 minions alone is very strong. However, there are many
Legendary minions that win the game on the spot if you summon 5 copies, such
as Ragnaros the Firelord, The Lich King, and
Ysera.

Super Simian Sphere

Excellent

Super Simian Sphere provides a consistent method of board control that,
alone, can keep any normal board in check, while providing a significant
amount of damage per turn against empty boards.

THE... Candles?

Excellent

THE... CANDLES? makes full use of the Twinspell mechanic, providing a
board clear that can be played 4 times throughout the game. Its flexibility
allows is to clear 2 large boards, or many small ones to allow your minions
to freely pressure opponents.

Banana Split is a tempo tool that can quickly expand your board. It is
somehat reliant on having a strong target on the board, but is incredibly
powerful when used correctly.

Big Boomba

Good

Big Boomba provides an immediate board clear while immediately clearing
the board the following turn. While the initial clear may be strong, the
second effect can be very slow and unnecessary. The card is best used to
stall the game in decks that use a large amount of high-cost cards.

Case Study

Good

Case Study provides immediate access to a range of Quest rewards, without
needing to fulfil the Quest's requirements. While all Quest rewards are
strong, some are significantly stronger for some decks than others, so the
randomness of the Discover effect has a slight negative impact on the Treasure.

Elder Taggawag

Good

Elder Taggawag is another repeatable board clear similar to
THE... Candles?. However, as the card is shuffled back into deck each time,
it is not quite as flexible.

EVIL Propaganda

Good

EVIL Propaganda combines a board clear and populates the board at the
same time, offering extreme value. The only drawback of the card is its
high cost, making it not quite as useful in more aggressive decks.

Hyperblaster

Good

Hyperblaster provides a consistent source of removal every single turn
which will allow you to develop your board each turn and snowball out of
control. It is the strongest of the "Good"-rated cards.

Master Scheme

Good

Master Scheme is a well-rounded card that provides everything you could
ask for in a single card. However, due to being a Scheme, the card requires
many turns to power up and can be quite unimpactful if not drawn early enough.

The Box

Good

The Box is a good choice if there are no other good Treasures available.
Its ability to change into a new Treasure each turn means that you will often
be eable to get Excellent Treasures like Dreamgrove Ring or
Super Simian Sphere if you hold onto it for long enough.

Untold Splendor

Good

Like The Box, Untold Splendor provides access to a range of
different Treasures and is a good pick if there are no other good Treasures
available.

Dagwik Stickytoe

Average

While Dagwik Stickytoe may not seem too powerful itself, it should be
noted that many bosses near the end of chapters lack significant card draw.
This means that removing cards from their hand is very valuable and can
cause them to run out of steam very quickly.

Duplatransmogrifier

Average

Duplatransmogrifier is a unique effect that turns all minions in your
deck into one specific minion for the remainder of your run. This
can be a very double-edged effect as it will remove all of bad cards from your
deck, but it can be very hard to develop a strong Mana Curve when all minions
in your deck cost the same.

Fly-By

Average

Fly-By is a fun Treasure with a very inconsistent effect. Although the
potential to do 50 damage at once to a boss may seem strong, it is very
misleading. Against earlier bosses, encounters are unlikely to last long
enough for the bomb to be drawn. Whereas against later bosses, their Health
pool is so high that 50 damage is not very significant.

Gnomish Army Knife

Average

Gnomish Army Knife provides a minion with a range of powerful effects
that can change the outcome of a game. However, the high cost of the card
makes it heavily reliant upon having a minion in play already for that card
to have a significant impact.

Golden Candle

Average

Golden Candle provides a huge boost in value by turning your deck into
powerful Legendary minions. It has great synergies with Treasures that
discount cards like Robes of Gaudiness and
Scepter of Summoning. However, without these Treasures it can be
very risky due to the high variance of Legendaries.

Grimmer Patron

Average

Grimmer Patron is a solid card that will continually give value as long as
it is able to survive. However, it is a huge liability when played from behind
as the card, and the first copy it summons, will be immediately removed by
opponent.

Sow the Seeds

Average

Sow the Seeds has a significant impact on the strength of minions in your
deck. However, as a 5-Mana card, the effect comes into play very slowly and
additional card draw is often required to get full value from the effect.

Swampqueen's Call

Average

Swampqueen's Call provides the effect of The Storm Bringer for
just 2 Mana. As the card is also replayable in the same turn, it is possible
to play it multiple times for a consistent result. However, the card is
heavily reliant on flooding the board before being used.

The Muscle

Average

The Muscle provides a big tempo boost by providing free cards.
However, the effect can be very inconsistent due to the randomness of the
cards given. The card is significantly stronger choice if you also have
Battle Totem.

Continuum Collider

Bad

The large Health pools in later encounters make the additional turn
generated by the card almost never enough to close out the game and any tempo
generated can be swiftly removed by the additional turn taken by your
opponent.

Elistra the Immortal

Bad

Decks drafted during the run often contain very minimal amount of buff cards and it is unlikely
that a significant number can be used on Elistra the Immortal.

In a vacuum, Murgatha's ability may seem very strong. However, with a
few extreme exceptions, Dalaran Heist decks are not able to consistently play
enough cards for the Overload effect to offer enough value.

Orb of the Untold

Bad

Orb of the Untold functions as a relatively weak board clear. The finite
damage it deals is fine against early boards, but is incapable of dealing
with large boards like Big Boomba can. The additional fact it can deal
direct damage may also seem good against earlier bosses, but soon becomes
a liability toward the end of a run, where bosses will have huge amounts of
Health.

Overpowered

Bad

Overpowered provides a small tempo boost by allowing a card to be played
a second time. However, the card is not strong enough for a Treasure unless it
specifically copies your other Treasure card.

Soulreaper's Scythe

Bad

Soulreaper's Scythe is a reasonable weapon that grows in strength each
game it is used. However, it can be unreliable as it needs to be used against
most bosses for its value to accumulate. Due to this, it is a terrible pick
if chosen on the second round of active Treasure cards, after the 7th
boss.

4.2.

Passive Treasures

Treasure

Rating

Comments

Emerald Goggles

Excellent

Emerald Goggles is a huge tempo-boosting Treasure that is stronger than
it initially looks. The Treasure will continually discount the left-most
card in your hand after each card you play, allowing you to potentially
discount your entire your hand if you play your cards from left to right,
resulting in many fast victories.

Robes of Gaudiness

Excellent

Robes of Gaudiness is an excellent tempo tool, and perhaps the strongest
Treasure to date in any single-player content. It should be noted that for
odd-Cost cards, the Mana Cost rounds down, allowing 3 drops to be played on
turn 1, 5-drops on turn 2 and so on. To ensure you get the maximum value out
of this Treasure, you should prioritise card buckets with the highest-cost
minions after you pick it.

Captured Flag is a well-rounded Treasure that gives a flat boost to your
minions throughout the game. It is particularly strong in Token decks where
the Treasure can buff additional minions that are summoned.

Potion of Vitality is a deceptively strong Treasure most of the time.
Although it offers no real tempo or value in itself, the additional Health
it provides gives you more time to use your cards efficiently to outvalue
bosses. Picking up 2 copies of the Treasure will also result in you having
more than double the Health of the final bosses you face.

Resourcefulness

Good

While the value of the Treasure can vary a lot, any early-game weapon
serves as an excellent tool for controlling the board to dictate the pace of
the game. The high base Health of your Hero against the later bosses gives you
a lot of breathing room to trade with your weapon.

Rocket Backpacks

Good

Much like Cloak of Invisibility, Rocket Backpacks gives you the
initiative when trading with your minions and allows you to extract significantly
more value from your cards as a result.

Scepter of Summoning is a good Treasure that can function similarly to
Robes of Gaudiness. It allows big minions to be played cheaply, but
offers no benefit for smaller minions, making it essential to pick up as
many card buckets containing big minions once you have picked it up.

Totem of the Dead is a solid Treasure that boosts Deathrattle effects.
However, Warriors do not have access to strong card buckets that support
Deathrattle minions.

Wondrous Wisdomball

Good

Wondrous Wisdomball is a fun Treasure that just so happens to be
extremely powerful. It will randomly trigger various powerful effects that
are almost all positive, such as clearing the board, duplicating spells,
drawing additional cards, and turning the minions you play into random
Legendaries.

Book of Wonders

Average

On average Book of Wonders is a fairly strong Treasure. It will often
play spells that summon you minions in the early game, or randomly clear your
opponent's board. However, the small risk of random spells clearing your board
with spells like Cataclysm prevent this Treasure from being a good
choice.

Crystal Gem provides a boost in tempo by ramping up your Mana Crystals.
However, it pales in comparison to some of the more impactful Treasures.

Dr. Boom's Remote

Average

Dr Boom's Remote creates a small amount of early-game tempo that allows
you to comfortably secure control of the board going into the mid game.

Elixir of Vim

Average

Elixir of Vim provides a constant supply of resources to allow you to
continually pressure opponents. However, unless you are also able to draft
Elixir of Vigor, a very low-curve deck is required to get full use of
the Treasure.

First Aid Kid provides a consistent supply of healing for your minions,
greatly increasing the benefit of value trading. However, most encounters
will be too fast for the Treasure to offer significant value.

Small Backpacks provides you with a boost in card advantage from the
beginning of the game. The additional cards can help you play any deck more
effectively due to the additional options available.

Stargazing

Average

Stargazing provides a consistent supply of value by allowing you to use
your Hero Power twice per turn for a reduced Cost. However, as Warrior is not
offered any 1-Mana Hero Powers in the Dalaran Heist, the Treasure is not
as strong as it is in other classes.

A Prince's Ring

Bad

A Prince's Ring may look good on the surface, but is significantly
weaker than the Death knights it mimics. Without Battlecries and powerful
passive effects like Frost Lich Jaina, Death knight Hero Powers are
often only marginally better than other starting Hero Powers available.

Elixir of Vigor

Bad

Elixir of Vigor is a deceptive Treasure that appears strong at first.
However, the uncontrollable effect will punish you for playing early-game
minions, populating your deck with poor draws. The Treasure is only ever
worth considering if you already have Elixir of Vim.

Elixir of Vile

Bad

Elixir of Vile offers a short-term tempo advantage by allowing you to
play spells with Health. However, encounters will go much longer against
late bosses and the cumulative cost of spells will often result in a critical
loss of Health.

Glyph of Warding is unimpactful compared to most Treasures and will often
just be a minor inconvenience for most bosses.

Hagatha's Embrace

Bad

Hagatha's Embrace performs a random hand buff to one of your minions
at the end of each turn. While it offers consistent value, the effect is
very weak relative to other Treasures, especially compared to similar effects
like Captured Flag.

Recycling

Bad

Most Warrior decks will never play enough minions for Recycling to have a
significant impact in a game. Even in decks build around the Treasure, it
is still unlikely to provide as much healing as First Aid Kit or
Potion of Vitality.

Robe of the Magi adds a huge boost in value to spells. However, aside from
Whirlwind and Warpath, that also target friendly minions,
Warrior does not have strong spells in its toolkit that benefit from
Spell Damage.

The Hand of Rafaam

Bad

The Hand of Rafaam is a Treasure that will make quick work of early
bosses with low Health pools. However, against later bosses the 4 damage
per turn is insignificant and the additional Mana Crystals the final 2
bosses start with allows them to comfortably play their
Curse of Rafaams

Togwaggle's Dice

Bad

Togwaggle's Dice is a very unpredictable card. For it to offer significant
value, a very high-Cost deck is required and even then, Treasures like
Scepter of Summoning and Robes of Gaudiness are much better
choices for that situation.

5.

Card Buckets

After you defeat each boss, you will be offered a choice of 3 different card
buckets that you can add to your deck. Each bucket contains 3 cards that fit a
certain theme and will help shape your deck in different ways.

The table below contains a list of all the possible Warrior card buckets
and gives a general rating as to how good each card bucket is on average.
The comments section contains further details of each bucket and when to choose
them.

Bucket

Rating

Comments

Rush

Excellent

The Rush bucket, as the name suggests, offers a range of Rush minions
available to Warriors. Due to the versatility or Rush minions, this bucket is
a solid addition to any Warrior deck.

Arsenal

Good

Arsenal contains a range of weapons and weapon synergy cards. You should
try to pick up this bucket at least once per run to ensure you have weapons
available to control the board.

Dragon

Good

Dragon provides access to all Dragons available for Warriors. Due to the
value of Dragons, the bucket is a good choice against later bosses. It will
also offer additional value if you commit to picking the bucket whenever it
is offered.

Iron and Steel

Good

Iron and Steel is a tribal bucket themed around Mechs. While the Mech
synergy is not strong enough to pursue, there are many strong standalone
cards offered like Dyn-o-matic and Omega Devastator.

Mercenaries

Good

Mercenaries contains a range of Pirates that are available for Warrior.
The bucket can offer explosive openers but will lead to you running out of
cards quickly without a Treasure like Elixir of Vim to back it up.
The bucket will also offer a good selection of weapons, allowing it to be used
as an alternative to the Arsenal bucket.

All Might

Average

All Might contains a mix of Warrior spells. The value of the bucket
varies greatly, but you should look to pick up Brawl in particular
from it.

Damaged contains a range of ways to damage-themed cards and minions that
benefit from being damaged. This bucket is fairly weak, but does offer
Execute, which is an excellent card to pick up.

Legends

Average

Legends offers a random mix of Legendary minions for Warriors. As most
Legendary minions are high cost, the bucket has good synergy with the Big
Minions bucket in addition to the Robes of Gaudiness and
Scepter of Summoning Treasures.

Armored Up contains a range of buckets related to gaining Armor. As
gaining Armor has no real interaction with the game, this bucket is very
weak. The only cards worth considering from this bucket are
Shield Slam and Reckless Flurry.

This guide is presented to you by Kat, a professional Hearthstone player
competing at the highest level since closed beta. She is a consistent legend
player in both Wild and Standard with multiple high-rank finishes.